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Ever since the first generic RPG's appeared in the 80's, there has been a steady stream of unique combinations of genres. This is one of those. Combining two perennial favorites, the Western and Fantasy, the author has created a truly unique game world. Aspects of Norse culture have been woven into a place mirroring the Old West, setting the characters as the heroes and heroines of their own sagas, but with stetsons and six-guns. There is even a touch of the steampunk genre, again, well-integrated with the Norse-feel of the setting.
A detailed plot-point campaign and many side adventures enable a game master to put their band of characters into an epic saga at the very core of the setting.
Although they might be fought with guns, many of the enemies featured are the traditional Norse monsters and villains – giants and trolls, the restless undead, and followers of Loki – along with traditional Western enemies – villainous cattle-barons, bank and train robbers, and rustlers.
All in all, this is a solid setting and ready for a lot of fun play with a minimum of preparation beyond a basic familiarity with the Savage Worlds rules, or conversion to a GM's choice of other rule set.
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OK attempt at a new idea. I like the idea of a fantasy tavern (or I wouldn't have bought the book!) but by including literally every fantasy race ever invented makes it a mess to play. The rules are OK - but when we tried it the concept just didn't seem to gel too well at all.
I need to have at the rule set with a pencil erasing about 30% of it and try again. I suspect there is a decent game buried in there.
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Old School D&D with a superb twist.
Human centric (it assumes all characters and NPC's are human by default) this game focuses on the dark side of fantasy life. A world where killing innocents and taking what you need is seen as morally neutral. Not to be applauded, but not forwned on either. Your character does what it needs to to make some money and keep on adventuring.
Magic and monsters are rare and unusual. you certainly wont be running "monster of the week" type campaigns with this rules set. But if you wanted to do "Lies of Locke Lamora" then this would be almost ideal.
I love the artwork, and the short pirce of fiction at the start and end set the tone very nicely indeed.
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This game has all the character customization, easy to learn, micro-setting fun you could want! I just wish it had some sort of relationship or bond type mechanic so that the characters could have an easy way to fit together without elaborate backstories or full handwaving away their pasts. Otherwise, a solid title.
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I'm a Ray Bradbury fan, so this Protocol game was enticing to me, and I after playing it, I can recommend it. Life on Mars is zero prep, needs no GM, and has lots of opportunity for dramatic scenes. The characters we made, all knew their roles in transit to Mars, but the power structure shifted dramatically when we actually arrived on Mars. We discovered that we had lots of reasons to flee Earth, but had brought many of those same problems with us to Mars. Our game ended with hope for humanity, that life on Mars would bring salvation. The story you play will be different based on the characters you choose and the people who play. Highly replayable.
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I want to say, I was reluctant to play a game, where no one looked like a hero to me. On my first read through, I saw average people or even, less than average people. Is that even a thing.
We played Skyrise, one evening when our regular game couldn't get a quorum. Protocol games are zero prep, and we busted this out. After character generation, I was shocked at how each person was indeed a hero.
The characters were the light of humanity shining in a dark world of greed and indifference. This session of Skyrise that we played comes back to my thoughts from time to time, reminding me how courageous the least of us can be. I hope that you have roleplaying experiences that challenge and evolve your perspective. This game deserved a review.
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I am currently loving OSR games. The whole philosophy of rulings not rules, player skill vs character skill really drives me in, but I always wanted those principles applied to the fantasy that I most love, which is the Tolkenian fantasy. The Hero's Journey Second Edition does that and ace it! I really hope I can see more adventures, streams, and resources for VTTs for this system!
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Did I just pay a 10er for a 400 page detail-fest full of meaning and plotlines? this could literally be the best deal on DTRPG.
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This author must have a great sense of humor. Many of the items are honestly useful for PCs, and even if not, the descriptions are usually entertaining.
I've actually used this book a good bit. At first it was just a way to fill rooms with underpowered treasure (low level adventure). Then I got the idea to make them ancestral heirlooms. Items with humble appearance that grow in power as their owner gains level. So, thanks for your help in my games!
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Really nice addition to a game which should have been much much more of a success.
PDF copy is good value and gives you whole lot of new options for your campaign.
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Nicely written, this is a wonderful and simple collection of horror-ish adventures for the almighty Tiny Dungeon 2e engine, easily adaptable to any low-crunch system. As a costructive criticism, I would have gone a bit more in depth with the structures, but the amount of informations you get is really nice and well organised. A complete Hollowfield mini setting would be highly appreciated!
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A great low-fantasy rpg system based on Swords & Wizardry White Box.
There are no elves, dwarves or halflings as PCs in this. They're briefly mentioned as being part of the writer's personal campaign world, but only as NPCs.
Instead, there are multiple types of fighting-based classes, and one magic-user.
The one magic user is the Sage, which cannot use any spells until at least level 4.
The writer mentions that if you want to bring in the Mage and/or the Cleric from the White Box, you are free to.
I, personally, will be keeping the Mage, but as a rarity, while Clerics and Paladins will be restricted to NPCs.
I will say that I do like magic in rpgs, but not as pew pew as it has become.
Magic in my perfect rpg would probably bore most players with its less showy effects and having to wait 1d20 days to see if it was a success or not.
My personal setting will be using Earothril as a base, with White Box Gothic overlayed, with the addition of the Witch class (from The Witch for Swords & Wizardry White Box).
This will give me a nice Castlevania/Ravenloft setting where the PCs are a bit more vulnerable (and human) and have to rely more on outside sources for healing.
Back to the actual product, Eorathril is a great foundation if you're wanting an OSR game reminiscent of Dark Age of Camelot, Conan or even Ray Harryhausen films (or, as in my case, Castlevania).
The book is well laid out and easy to read. And the illustrations are top notch. Some of the best art I've seen in an rpg game book.
I was also thrilled to see that the print size (6x9) places it perfectly the same size as some of my books for Dragonlance: Fifth Age, a game that I thought of when I say the cover design and the interior flourishes.
I think when my physical copy gets here, I'll look through my Fifth Age material to see if there's anything in there worth mining for it.
Thank you again for releasing your personal setting book to the public through Eorathril.
Others do share similar tastes.
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I'm not good at giving reviews so here is what I said about it elsewhere.
It's a solid addition all around.
What's in it?
- Monstrous Heratages that are interesting and add a lot of 'story' elements for Players and Gms alike. I usually roll my eyes at monster pc's, but I felt many of these had a lot of good rp potential.
- A nice tiny bestiary of interesting creatures from a region I feel is often overlooked and can add some outside the cliche options to anyone encounter lists. Why settle for just another goblin?
- A, what I will call a boss or encounter focus, creature that is just some silly fun. (Careful, it can still wreck you!) Might be a little past its best seasonal introduction, but hey, now you are ready for next year!
- Some interesting variants creature types for Zombie fans, and a new encounter mechanic that adds a nice escalation of tension.
- Thematically related and combat expansion focused traits that I think will be enjoyed by Munchkins and character designers alike.
Thoughts and notes;
Zombie Encounter mechanic:
I get why the focus is on Zombies, as they are traditionally very psychologically disturbing, and mentally fatiguing. I know I'd S%&t myself if under siege by zombies, or really any creature of the night such as vampires, werewolves, ghouls, etc. Basically any Supernatural vs Mundane encounters.
I like the mechanic so much that I think it could translate well in to a state of morale clock should someone want to try and build up a large scale battlefield scene with different troop regiments, etc. Maybe something for others to pounder on.
In regards to 'The Beast' and it's play mechanics, I felt that it would translate really well into a Kulu type creature is someone was wanting to do a certain 'Hunter of Monster's' type campaign. Just a thought.
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I love the Cthulhu Mythos but I just don't like rules for Call of Cthulhu, Trail of Cthulhu, or any other Cthulhu-themed rpg on the market. Enter Tiny Cthulhu. I was already a fan of the TinyD6 system when Tiny Cthulhu went to Kickstarter.
I feel like this is the most comprehensive and clearest presentation of the TinyD6 rules, not counting Advanced Tiny Dungeon, which is a slightly different beast.
I can finally run a Cthulhu game, using an easy to run rules set!
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